Systems and methods to use image data to perform authentication

ABSTRACT

Image data from two different devices is used to identify a physical interaction between two users to authenticate a digital interaction between the users.

FIELD

The application relates generally to technically inventive, non-routinesolutions that are necessarily rooted in computer technology and thatproduce concrete technical improvements.

BACKGROUND

Users of consumer electronics devices sometimes like to engage in anelectronic interaction, such as passing control of the digital rights toa video game from one user to another user. As recognized herein, thesesorts of electronic interactions may be authenticated electronically tovalidate the interaction, confirm agreement between the users, and avoidhacking attempts. However, as also recognized herein, current methods ofelectronic authentication can be cumbersome and might not be veryintuitive to the average person. There are currently no adequatesolutions to the foregoing computer-related, technological problem.

SUMMARY

As understood herein, images that were generated at or near the sametime by each user's device may be used to identify a physicalinteraction between the users at a given geographical location. Thephysical interaction may be, for instance, a handshake. This physicalinteraction, once identified, can then be used as a way to authenticatean electronic interaction between the users.

Accordingly, in one aspect a device includes at least one processor andat least one computer storage with instructions executable by the atleast one processor. The instructions are executable to receive at leasta first image from a first camera and receive at least a second imagefrom a second camera. The instructions are also executable to receivetime-related metadata for the first image and the second image. Theinstructions are further executable to identify a gesture performedbetween a first user and a second user based on the first and secondimages and based on the time-related metadata, and to performauthentication based on the identification of the gesture.

In some examples, the gesture performed between the first and secondusers may be identified by identifying a predefined gesture indicated inboth the first and second images and identifying the first and secondimages as both being generated at a particular time or within athreshold time of each other, as indicated in the time-related metadata.Also in some examples, the gesture performed between the first andsecond users may be identified by identifying the first image and thesecond image as being generated at a same location or by respective userdevices while the user devices are within a threshold distance of eachother.

Additionally, or alternatively, the gesture performed between the firstand second users may be identified by identifying the first image andthe second image as showing a same physical interaction between thefirst and second users, but from different angles. The physicalinteraction may be a handshake or a high-five between the users.

The authentication itself may be in relation to exchange of a digitalasset. Additionally, in some example implementations, the device havingthe computer storage with the instructions may be a headset. In otherexample implementations, the device may be a server, with the servercommunicating with respective user devices from which the first andsecond images are respectively received.

In another aspect, a computer-implemented method includes receiving afirst set of images from a first camera and a second set of images froma second camera. The method also includes identifying a physicalinteraction between a first user and a second user based on the firstset of images and identifying the physical interaction between the firstuser and the second user based on the second set of images. The methodfurther includes, based on identifying the physical interaction based onboth the first set of images and the second set of images,authenticating an electronic interaction between the first user and thesecond user.

In yet another aspect, an apparatus includes at least one computermemory that includes instructions executable by at least one processorto identify a physical interaction between a first user and a seconduser, with the physical interaction being identified based on data fromtwo different devices each imaging the physical interaction. Theinstructions are also executable to, based on the identification,authenticate a digital interaction between the first user and the seconduser.

The details of the present application, both as to its structure andoperation, can best be understood in reference to the accompanyingdrawings, in which like reference numerals refer to like parts, and inwhich:

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an example system consistent with presentprinciples;

FIGS. 2 and 3 are example illustrations consistent with presentprinciples;

FIGS. 4 and 6 are example graphical user interfaces consistent withpresent principles; and

FIG. 5 is a flow chart of example overall logic consistent with presentprinciples.

DETAILED DESCRIPTION

This disclosure relates generally to computer ecosystems includingaspects of consumer electronics (CE) device networks such as but notlimited to distributed computer game networks, augmented reality (AR)networks, virtual reality (VR) networks, video broadcasting, contentdelivery networks, virtual machines, and machine learning applications.

A system herein may include server and client components, connected overa network such that data may be exchanged between the client and servercomponents. The client components may include one or more computingdevices including AR headsets, VR headsets, game consoles such as SonyPlayStation® and related motherboards, portable televisions (e.g. smartTVs, Internet-enabled TVs), portable computers such as laptops andtablet computers, and other mobile devices including smart phones andadditional examples discussed below. These client devices may operatewith a variety of operating environments. For example, some of theclient computers may employ, as examples, Orbis or Linux operatingsystems, operating systems from Microsoft, or a Unix operating system,or operating systems produced by Apple, Inc. or Google. These operatingenvironments may be used to execute one or more programs/applications,such as a browser made by Microsoft or Google or Mozilla or otherbrowser program that can access websites hosted by the Internet serversdiscussed below. Also, an operating environment according to presentprinciples may be used to execute one or more computer gameprograms/applications and other programs/applications that undertakepresent principles.

Servers and/or gateways may include one or more processors executinginstructions that configure the servers to receive and transmit dataover a network such as the Internet. Additionally or alternatively, aclient and server can be connected over a local intranet or a virtualprivate network. A server or controller may be instantiated by a gameconsole and/or one or more motherboards thereof such as a SonyPlayStation®, a personal computer, etc.

Information may be exchanged over a network between the clients andservers. To this end and for security, servers and/or clients caninclude firewalls, load balancers, temporary storages, and proxies, andother network infrastructure for reliability and security. One or moreservers may form an apparatus that implement methods of providing asecure community such as an online social website or video game websiteto network users in accordance with present principles.

As used herein, instructions refer to computer-implemented steps forprocessing information in the system. Instructions can be implemented insoftware, firmware or hardware and include any type of programmed stepundertaken by components of the system.

A processor may be any conventional general-purpose single- ormulti-chip processor that can execute logic by means of various linessuch as address lines, data lines, and control lines and registers andshift registers.

Software modules described by way of the flow charts and user interfacesherein can include various sub-routines, procedures, etc. Withoutlimiting the disclosure, logic stated to be executed by a particularmodule can be redistributed to other software modules and/or combinedtogether in a single module and/or made available in a shareablelibrary.

As indicated above, present principles described herein can beimplemented as hardware, software, firmware, or combinations thereof,hence, illustrative components, blocks, modules, circuits, and steps areset forth in terms of their functionality.

Further to what has been alluded to above, logical blocks, modules, andcircuits described below can be implemented or performed with ageneral-purpose processor, a digital signal processor (DSP), a fieldprogrammable gate array (FPGA) or other programmable logic device suchas an application specific integrated circuit (ASIC), discrete gate ortransistor logic, discrete hardware components, or any combinationthereof designed to perform the functions described herein. A processorcan be implemented by a controller or state machine or a combination ofcomputing devices.

The functions and methods described below may be implemented in hardwarecircuitry or software circuitry. When implemented in software, thefunctions and methods can be written in an appropriate language such asbut not limited to Java, C # or C++, and can be stored on or transmittedthrough a computer-readable storage medium such as a random accessmemory (RAM), read-only memory (ROM), electrically erasable programmableread-only memory (EEPROM), compact disk read-only memory (CD-ROM) orother optical disk storage such as digital versatile disc (DVD),magnetic disk storage or other magnetic storage devices includingremovable thumb drives, etc. A connection may establish acomputer-readable medium. Such connections can include, as examples,hard-wired cables including fiber optics and coaxial wires and digitalsubscriber line (DSL) and twisted pair wires. Such connections mayinclude wireless communication connections including infrared and radio.

Components included in one embodiment can be used in other embodimentsin any appropriate combination. For example, any of the variouscomponents described herein and/or depicted in the Figures may becombined, interchanged or excluded from other embodiments.

“A system having at least one of A, B, and C” (likewise “a system havingat least one of A, B, or C” and “a system having at least one of A, B,C”) includes systems that have A alone, B alone, C alone, A and Btogether, A and C together, B and C together, and/or A, B, and Ctogether, etc.

Now specifically referring to FIG. 1, an example system 10 is shown,which may include one or more of the example devices mentioned above anddescribed further below in accordance with present principles. The firstof the example devices included in the system 10 is a consumerelectronics (CE) device such as an audio video device (AVD) 12 such asbut not limited to an Internet-enabled TV with a TV tuner (equivalently,set top box controlling a TV). However, the AVD 12 alternatively may bean appliance or household item, e.g. computerized Internet enabledrefrigerator, washer, or dryer. The AVD 12 alternatively may also be acomputerized Internet enabled (“smart”) telephone, a tablet computer, anotebook computer, an augmented reality (AR) headset, a virtual reality(VR) headset, Internet-enabled or “smart” glasses, another type ofwearable computerized device such as a computerized Internet-enabledwatch, a computerized Internet-enabled bracelet, a computerizedInternet-enabled music player, computerized Internet-enabled headphones, a computerized Internet-enabled implantable device such as animplantable skin device, other computerized Internet-enabled devices,etc. Regardless, it is to be understood that the AVD 12 is configured toundertake present principles (e.g., communicate with other consumerelectronics (CE) devices to undertake present principles, execute thelogic described herein, and perform any other functions and/oroperations described herein).

Accordingly, to undertake such principles the AVD 12 can be establishedby some or all of the components shown in FIG. 1. For example, the AVD12 can include one or more displays 14 that may be implemented by a highdefinition or ultra-high definition “4K” or higher flat screen and thatmay be touch-enabled for receiving user input signals via touches on thedisplay. The AVD 12 may include one or more speakers 16 for outputtingaudio in accordance with present principles, and at least one additionalinput device 18 such as an audio receiver/microphone for enteringaudible commands to the AVD 12 to control the AVD 12. The example AVD 12may also include one or more network interfaces 20 for communicationover at least one network 22 such as the Internet, an WAN, an LAN, etc.under control of one or more processors. Thus, the interface 20 may be,without limitation, a Wi-Fi transceiver, which is an example of awireless computer network interface, such as but not limited to a meshnetwork transceiver. Furthermore, note the network interface 20 may be,e.g., a wired or wireless modem or router, or other appropriateinterface such as, for example, a wireless telephony transceiver, orWi-Fi transceiver as mentioned above, etc.

It is to be understood that the one or more processors control the AVD12 to undertake present principles, including the other elements of theAVD 12 described herein such as controlling the display 14 to presentimages thereon and receiving input therefrom. The one or more processorsmay include a central processing unit (CPU) 24 as well as a graphicsprocessing unit (GPU) 25 on a graphics card 25A.

In addition to the foregoing, the AVD 12 may also include one or moreinput ports 26 such as, e.g., a high definition multimedia interface(HDMI) port or a USB port to physically connect (e.g., using a wiredconnection) to another consumer electronics (CE) device and/or aheadphone port to connect headphones to the AVD 12 for presentation ofaudio from the AVD 12 to a user through the headphones. For example, theinput port 26 may be connected via wire or wirelessly to a cable orsatellite source 26 a of audio video content. Thus, the source 26 a maybe, e.g., a separate or integrated set top box, or a satellite receiver.Or, the source 26 a may be a game console or disk player containingcontent that might be regarded by a user as a favorite for channelassignation purposes. The source 26 a when implemented as a game consolemay include some or all of the components described below in relation tothe CE device 44 and may implement some or all of the logic describedherein.

The AVD 12 may further include one or more computer memories 2S such asdisk-based or solid-state storage that are not transitory signals, insome cases embodied in the chassis of the AVD as standalone devices oras a personal video recording device (PVR) or video disk player eitherinternal or external to the chassis of the AVD for playing back AVprograms or as removable memory media. Also in some embodiments, the AVD12 can include a position or location receiver such as but not limitedto a cellphone receiver, GPS receiver and/or altimeter 30 that isconfigured to, e.g., receive geographic position information from atleast one satellite or cellphone tower and provide the information tothe processor 24 and/or determine an altitude at which the AVD 12 isdisposed in conjunction with the processor 24. However, it is to beunderstood that that another suitable position receiver other than acellphone receiver, GPS receiver and/or altimeter may be used inaccordance with present principles to, for example, determine thelocation of the AVD 12 in all three dimensions.

Continuing the description of the AVD 12, in some embodiments the AVD 12may include one or more cameras 32 that may be, e.g., a thermal imagingcamera, a digital camera such as a webcam, an infrared (IR) camera,and/or a camera integrated into the AVD 12 and controllable by theprocessor 24 to generate pictures/images and/or video in accordance withpresent principles. Also included on the AVD 12 may be a Bluetoothtransceiver 34 and other Near Field Communication (NFC) element 36 forcommunication with other devices using Bluetooth and/or NFC technology,respectively. An example NFC element can be a radio frequencyidentification (RFID) element.

Further still, the AVD 12 may include one or more auxiliary sensors 37(e.g., a motion sensor such as an accelerometer, gyroscope, cyclometer,or a magnetic sensor, an infrared (IR) sensor, an optical sensor, aspeed and/or cadence sensor, a gesture sensor (e.g., for sensing gesturecommand), etc.) providing input to the processor 24. The AVD 12 includean over-the-air TV broadcast port 38 for receiving OTA TV broadcastsproviding input to the processor 24. In addition to the foregoing, it isnoted that the AVD 12 may also include an infrared (IR) transmitterand/or IR receiver and/or IR transceiver 42 such as an IR dataassociation (IRDA) device. A battery (not shown) may be provided forpowering the AVD 12.

Still referring to FIG. 1, in addition to the AVD 12, the system 10 mayinclude one or more other consumer electronics (CE) device types. In oneexample, a first CE device 44 may be used to send computer game audioand video to the AVD 12 via commands sent directly to the AVD 12 and/orthrough the below-described server while a second CE device 46 mayinclude similar components as the first CE device 44. In the exampleshown, the second CE device 46 may be configured as an AR or VR headsetworn by a user 47 as shown. In the example shown, only two CE devices44, 46 are shown, it being understood that fewer or greater devices mayalso be used in accordance with present principles. For example,principles below discuss multiple users 47 with respective headsetscommunicating with each other during interactions between the usersdiscussed herein.

In the example shown, to illustrate present principles all three devices12, 44, 46 are assumed to be members of a network such as a secured orencrypted network, an entertainment network or Wi-Fi in, e.g., a home48, or at least to be present in proximity to each other in a certainlocation and able to communicate with each other and with a server asdescribed herein. However, present principles are not limited to aparticular location or network unless explicitly claimed otherwise.

The example non-limiting first CE device 44 may be established by anyone of the above-mentioned devices, for example, a smart phone, adigital assistant, a portable wireless laptop computer or notebookcomputer or game controller (also referred to as “console”), andaccordingly may have one or more of the components described below. Thesecond CE device 46 without limitation may be established by an ARheadset, a VR headset, “smart” Internet-enabled glasses, or even a videodisk player such as a Blu-ray player, a game console, and the like.Still further, in some embodiments the first CE device 44 may be aremote control (RC) for, e.g., issuing AV play and pause commands to theAVD 12, or it may be a more sophisticated device such as a tabletcomputer, a game controller communicating via wired or wireless linkwith a game console implemented by another one of the devices shown inFIG. 1 and controlling video game presentation on the AVD 12, a personalcomputer, a wireless telephone, etc.

Accordingly, the first CE device 44 may include one or more displays 50that may be touch-enabled for receiving user input signals via toucheson the display 50. Additionally or alternatively, the display(s) 50 maybe an at least partially transparent display such as an AR headsetdisplay or a “smart” glasses display or “heads up” display, as well as aVR headset display, or other display configured for presenting AR and/orVR images.

The first CE device 44 may also include one or more speakers 52 foroutputting audio in accordance with present principles, and at least oneadditional input device 54 such as, for example, an audioreceiver/microphone for entering audible commands to the first CE device44 to control the device 44. The example first CE device 44 may furtherinclude one or more network interfaces 56 for communication over thenetwork 22 under control of one or more CE device processors 58. Thus,the interface 56 may be, without limitation, a transceiver, which is anexample of a wireless computer network interface, including mesh networkinterfaces, it is to be understood that the processor 58 controls thefirst CE device 44 to undertake present principles, including the otherelements of the first CE device 44 described herein such as, e.g.,controlling the display 50 to present images thereon and receiving inputtherefrom. Furthermore, note that the network interface 56 may be, forexample, a wired or wireless modem or router, or other appropriateinterface such as a wireless telephony transceiver, or Wi-Fi transceiveras mentioned above, etc.

Still further, note that in addition to the processor(s) 58, the firstCE device 44 may also include a graphics processing unit (GPU) 55 on agraphics card 55A. The graphics processing unit 55 may be configuredfor, among other things, presenting AR and/or VR images on the display50.

In addition to the foregoing, the first CE device 44 may also includeone or more input ports 60 such as, e.g., a HDMI port or a USB port tophysically connect (e.g., using a wired connection) to another CE deviceand/or a headphone port to connect headphones to the first CE device 44for presentation of audio from the first CE device 44 to a user throughthe headphones. The first CE device 44 may further include one or moretangible computer readable storage medium 62 such as disk-based orsolid-state storage. Also in some embodiments, the first CE device 44can include a position or location receiver such as but not limited to acellphone and/or GPS receiver and/or altimeter 64 that is configured to,e.g., receive geographic position information from at least onesatellite and/or cell tower, using triangulation, and provide theinformation to the CE device processor 58 and/or determine an altitudeat which the first CE device 44 is disposed in conjunction with the CEdevice processor 58. However, it is to be understood that that anothersuitable position receiver other than a cellphone and/or GPS receiverand/or altimeter may be used in accordance with present principles to,e.g., determine the location of the first CE device 44 in all threedimensions.

Continuing the description of the first CE device 44, in someembodiments the first CE device 44 may include one or more cameras 66that may be, e.g., a thermal imaging camera, an IR camera, a digitalcamera such as a webcam, and/or another type of camera integrated intothe first CE device 44 and controllable by the CE device processor 58 togenerate pictures/images and/or video in accordance with presentprinciples. Also included on the first CE device 44 may be a Bluetoothtransceiver 68 and other Near Field Communication (NFC) element 70 forcommunication with other devices using Bluetooth and/or NFC technology,respectively. An example NFC element can be a radio frequencyidentification (MD) element.

Further still, the first CE device 44 may include one or more auxiliarysensors 72 (e.g., a motion sensor such as an accelerometer, gyroscope,cyclometer, or a magnetic sensor, an infrared (IR) sensor, an opticalsensor, a speed and/or cadence sensor, a gesture sensor (e.g., forsensing gesture command), etc.) providing input to the CE deviceprocessor 58. The first CE device 44 may include still other sensorssuch as, for example, one or more climate sensors 74 (e.g., barometers,humidity sensors, wind sensors, light sensors, temperature sensors,etc.) and/or one or more biometric sensors 76 providing input to the CEdevice processor 58. In addition to the foregoing, it is noted that insome embodiments the first CE device 44 may also include an infrared(IR) transmitter and/or IR receiver and/or IR transceiver 78 such as anIR data association (IRDA) device. A battery (not shown) may be providedfor powering the first CE device 44. The CE device 44 may communicatewith the AVD 12 through any of the above-described communication modesand related components.

The second CE device 46 may include some or all of the components shownfor the CE device 44. Either one or both CE devices may be powered byone or more batteries.

Now in reference to the afore-mentioned at least one server 80, itincludes at least one server processor 82, at least one tangiblecomputer readable storage medium 84 such as disk-based or solid-statestorage. In an implementation, the medium 84 includes one or more solidstate storage drives (SSDs). The server also includes at least onenetwork interface 86 that allows for communication with the otherdevices of FIG. 1 over the network 22, and indeed may facilitatecommunication between servers and client devices in accordance withpresent principles. Note that the network interface 86 may be, e.g., awired or wireless modem or router, Wi-Fi transceiver, or otherappropriate interface such as a wireless telephony transceiver. Thenetwork interface 86 may be a remote direct memory access (RDMA)interface that directly connects the medium 84 to a network such as aso-called “fabric” without passing through the server processor 82. Thenetwork may include an Ethernet network and/or fiber channel networkand/or InfiniBand network. Typically, the server 80 includes multipleprocessors in multiple computers referred to as “blades” that may bearranged in a physical server “stack”.

Accordingly, in some embodiments the server 80 may be an Internet serveror an entire “server farm”, and may include and perform “cloud”functions such that the devices of the system 10 may access a “cloud”environment via the server 80 in example embodiments for, e.g.,authentication as described herein as well as for network gamingapplications, digital assistant applications, etc. Additionally, oralternatively, the server 80 may be implemented by one or more gameconsoles or other computers in the same room as the other devices shownin FIG. 1 or nearby.

Now in cross-reference to FIGS. 2 and 3, these figures are understood tocorrespond to the respective views of first and second users throughrespective transparent displays of respective augmented reality (AR)headsets and/or “smart glasses” being worn by the users. Specifically,FIG. 2 shows the perspective from the first user, while FIG. 3 shows theperspective from the second user. Furthermore, note that while the viewsshown FIGS. 2 and 3 are understood to be views through the transparentdisplays of the respective AR headsets, it is to be understood thatpresent principles may also apply while the first and second users arephysically interacting while engaged in a virtual reality (VR)experience rather than an AR/smart glasses experience.

In any case, note that the views that are shown in these figures mayalso be captured by cameras on the respective headsets in accordancewith present principles, with the respective views as captured by thecameras understood to be the same or similar the actual views of theusers while wearing the respective headsets owing to the juxtapositionto the respective cameras on the headsets at certain locations tocorrespond to the actual user views. For instance, the cameras may berespectively juxtaposed on the bridge of the headsets between the eyesand over the nose. In some examples, the camera images may be singlestill images from each respective headset, while in other examples theymay be video streams/sets of images from each headset.

As may be appreciated from both of FIGS. 2 and 3, an arm 200 of thefirst user and an arm 300 of the second user are shown as physicallyinteracting with each other via skin-to-skin contact between respectiveright hands of the users. FIG. 2 shows this physical interaction from afirst viewing angle corresponding to the first user's perspective, whileFIG. 3 shows this same physical interaction from a second viewing angleoffset from the first viewing angle and corresponding to the seconduser's perspective. The difference in viewing angles may be appreciatedfrom the differing paintings 202 and 302 in the respective fields ofview for the users.

As also shown in both of FIGS. 2 and 3, a time 204, 304 is indicated onthe respective displays of the headsets. The respective displays mayalso present respective indications 206, 306 that a handshake gesturehas been identified by each respective headset, or by a server incommunication with the respective headset and to which correspondingcamera images have been provided.

Then, in some examples and responsive to the identification of thehandshake based on the data/images generated at both headsets, agraphical user interface (GUI) 400 as shown in FIG. 4 may be presentedon the display of each headset. However, the GUI 400 may also bepresented on a respective separate device of each user that is incommunication with the headset of the respective user, such as arespective smart phone of each user that communicates with therespective user's headset.

The GU 400 itself may include an indication 402 that a user's consent toan electronic or digital interaction has been detected via theidentified handshake. One example of an electronic interaction may bepassing control of, passing the rights to use, or passing legalownership over a particular video game stored electronically after beingdownloaded over the Internet. This may be done at least in part bytransferring control or rights data between the users over a video gamenetwork or online store/marketplace to associate the control or rightsdata with a given profile for a user to which the video game is to betransferred.

Furthermore, note that the consideration for such an interaction (andindeed many of the other interactions disclosed herein) may be acryptocurrency payment to the person giving up control, etc. of thevideo game. This may occur after the headset/device of the user that isto receive the cryptocurrency payment (the payee) as well as others in apeer-to-peer network validate by consensus that the other user (thepayor) actually owns the cryptocurrency that is to be used for payment,e.g., as stored in a digital wallet of the payor. Other ways ofvalidating that each party owns their consideration/digital asset thatis to be provided to the other party may also be used.

In any case, other examples of electronic interactions include passingcontrol of, passing the rights to use, or passing legal ownership over aparticular avatar, video game character, AR/VR object, video game objectsuch as a weapon from a first-person shooter video game, or otherdigital asset. This may also be done at least in part by transferringcontrol or rights data between the users over a video game network oronline store/marketplace to associate the control or rights data with agiven profile for a user to which the digital asset is to betransferred. Additionally, note that in some examples passing control orpassing the rights to use may include lending a digital asset to one ofthe users by the other user or trading digital assets between the users.

Still other examples of electronic interactions in accordance withpresent principles include electronic credit card transactions and otherelectronic monetary interactions, “pay now” and tap-to-pay RFIDexpress-pay transactions, etc. Still other examples includeelectronically signing a contract or exchanging music files.

Still in reference to FIG. 4, in addition to the indication 402 the GUI400 may also include text 404 that specifies the particular electronicinteraction that was identified. In the example shown, the electronicinteraction is passing control of a video game from the first user(Mike) to the second user (Glenn) The GUI 400 may also include a“confirm” selector 406 that is selectable using touch or cursor input toconfirm consent to the electronic interaction and thereby provideanother layer of authentication on top of the handshake itself. In someexamples, each user should separately select the confirm selector 406from the GUI 400 to confirm his or her consent to the electronicinteraction and its terms as might also be presented on the GUI 400,with separate instances of the GUI 400 being presented on the display ofeach user's headset.

Continuing the detailed description in reference to FIG. 5, it showsoverall logic consistent with present principles. The logic of FIG. 5may be executed by a server, video gaming service, or cloud-basedcomputing service in communication with the respective headsets of eachuser that is a party to a given electronic interaction. Additionally, oralternatively, the logic may be executed in whole or in part by one ormore of the headsets themselves, or by other end-user devices incommunication with the respective headsets such as respective smartphones of the users.

Beginning at block 500, the device executing the logic of FIG. 5 mayreceive audio input of the natural language the users that istransmitted or streamed from microphones on the respective users'headsets, e.g., over an encrypted communication channel. However, notethat other user input may also be received at block 500, such askeyboard or mouse input or a verbal command indicating or initiating anelectronic interaction itself. For instance, the keyboard or mouse inputor verbal command may include a request to transfer a digital asset likea video game from the first user to the second user in exchange for acrypocurrency payment.

From block 500 the logic may then proceed to block 502. At block 502 thedevice may perform speech recognition on the audio input, such asnatural language processing, to identify, via the audio input, theelectronic interaction agreed to by the users while speaking to eachother. At block 502 the device may even identify the parties to theelectronic interaction via voice recognition performed on the audioinput and also verify or validate that the respective partiesown/control the digital asset(s) that they have each agreed to provideto the other party. The parties/users may also be identified based on,e.g., respective user profiles associated with each headset or based onpeer to peer communication between the headsets to otherwise exchangeuser identification data.

Additionally or alternatively, at block 502 the device may use the otheruser input received at block 500 to identify the electronic interactionand parties to the electronic interaction. For instance, the device mayprocess a user command to initiate an electronic interaction betweencertain parties, as received via text input or an audible command.Additionally, in some examples one or more of the headsets themselvesmay process the user command and then pass the command to the deviceundertaking the logic of FIG. 5 so that the device executing the logicof FIG. 5 may then identify the electronic interaction and parties tothe electronic interaction.

After block 502 the logic may then proceed to block 504 where the devicemay receive a first image or set of images (e.g., video stream) from thefirst user's headset, and a second image or set of images from thesecond user's headset. The transmission of the first image(s) and thesecond image(s) from the respective headsets, and indeed any of theother communications discussed herein, may be via an encryptedcommunication channel. The first image(s) and second image(s) themselvesmay correspond to respective views of the users while wearing theirrespective headsets as described above in reference to FIGS. 2 and 3. Insome embodiments, the images received at block 504 may even be used toidentify the parties to the electronic interaction, such as by usingfacial recognition to identify the opposing party to the electronicinteraction from an image or video stream showing the opposing party asgenerated at the other user/party's headset.

Then at block 506 the device may receive metadata from each user'sheadset, such as time-related metadata and geographic metadata, for eachof the first image(s) and the second image(s). For instance, timestampdata for when the respective images were generated may be received, aswell as GPS coordinates or other location data for where the respectiveimages were generated. Other metadata may also be received at block 506,such as metadata indicating the physical interaction itself ifidentified at a respective headset using object/gesture recognition atthe headset.

However, also note that in other embodiments the physical interactionmay be identified by the device undertaking the logic of FIG. 5 usingobject/gesture recognition on the respective images once the respectiveimages themselves are received from each headset. Thus, at block 508 thedevice undertaking the logic of FIG. 5 may itself execute object and/orgesture recognition on the first image(s) and the second image(s) toidentify the physical interaction between the users. Then at decisiondiamond 510 the device may determine, based on the object/gesturerecognition and/or based on the received metadata, whether theidentified physical interaction matches a predefined physicalinteractions stored in reference data.

Responsive to a negative determination at diamond 510, the logic mayproceed to block 512 where the device may either end or revert back toblock 500 and proceed therefrom. However, responsive to an affirmativedetermination at diamond 510, the logic may instead proceed to block514. At block 514 the device may compare the time-related and geographicmetadata from each headset that was received at block 506 to thendetermine, at decision diamond 516, whether the metadata indicates thatthe physical interaction from the respective first and second imagestook place at the same time and at the same place. Triangulation usingthe images from the headsets may also be used to determine that thephysical interaction took place at the same place. If it is determinedthat the physical interaction took place at the same place and sametime, this may establish that the physical interaction separatelyindicated in the first image(s) and the second image(s) is in fact thesame physical interaction but from different angles or cameraviewpoints. The “same place” reference above may be, for instance, acertain business establishment or building, a set of GPS coordinates, ora certain personal residence or street address.

Also note that in some embodiments at diamond 516 the logic maydetermine, based on the geographic data received at block 506, whetherthe first image(s) from the first headset and the second image(s) fromthe second headset were generated within a threshold non-zero time ofeach other within a threshold non-zero distance of each other. Forexample, the logic may determine whether the first image(s) and thesecond image(s) were generated within ten seconds of each other based ontimestamp metadata associated with the respective images by each headsetwhen generated. The logic may also determine whether the first image(s)and the second image(s) were generated within three feet of each otherbased on respective GPS coordinates from respective GPS transceivers oneach headset that were associated with the respective images by eachheadset when generated. Additionally or alternatively, determiningwhether the physical interaction as respectively indicated in the firstand second images/video streams took place at the same place may bebased on the respective first and second images/video streams showingthe face of the opposing party to the electronic interaction (asdetermined using facial recognition), thus establishing that all partiesto the interaction were present when the images/video streams weregenerated.

A negative determination at diamond 516 may cause the logic to proceedto block 512 as described above, while an affirmative determination atdiamond 516 may instead cause the logic to proceed to block 518. Atblock 518 the logic may, based on the affirmative determination atdiamond 510, identify that the physical interaction from the firstimage(s) and the second image(s) is in fact a physical interactionbetween the first and second users and may accordinglyauthenticate/validate the electronic interaction identified at block502.

Also at block 518, the logic may store in a storage area the receivedaudio data, image data, metadata, etc. as evidence of the validatedelectronic interaction and consent of all involved parties. Additionallyor alternatively, the evidence of the electronic interaction may beadded as a block in a blockchain as a method of recording the electronicinteraction.

For instance, if the electronic interaction was the trading of two videogames between the first user and the second user through a particularvideo gaming service or digital asset management service for which theusers are members, a server associated with the service may execute thelogic of FIG. 5 while communicating over an encrypted communication linewith the respective headsets of the users. The headsets themselves mayhave already been configured for accessing the service, e.g., usingunique login IDs. The service may then authenticate and record the tradeof the video games at block 518 in a blockchain and, execute/permit thetrade using their unique login ID. Even if the logic of FIG. 5 isexecuted in whole or in part by one or more of the headsets themselves,the headset may communicate with the service to indicate that the tradehas been authenticated and then record the trade in a block of ablockchain, which in turn may cause the service to then execute/permitthe trade based on the authentication/recordation.

As described above, one way the electronic interaction may be recordedis in a block of a blockchain. For instance, the service referencedabove may record the electronic interaction into a block of anycryptocurrency that might be exchanged and then the service may executethe exchange/transfer of digital assets once the electronic interactionis verified as appearing in the cryptocurrenty blockchain.

Another way in which the electronic interaction may be recorded is forthe respective users' headsets themselves to exchange the image(s) andrelated data gathered by each respective headset, peer-to-peer. Theimage(s) and other data (e.g., time and location metadata) from each ofthe headsets may even be accompanied by a respective digital signaturecreated using its user's private key so that the receiving headset maythen decrypt the data with the reciprocal public key. Once the headsetshave received each other's data and validated the respective digitalsignatures, each headset may then take the received image(s) and otherdata and compare it to its own captured data to validate that both setsof data indicate the same physical interaction as described herein. Thevalidation may also include comparing background noise in audio datafrom each headset to identify the same noises as being indicated in bothsets of audio data, and/or identifying head movements or gestures asindicated in received image data as corresponding to head movements orgestures sensed at the respective headset itself (e.g., using a motionsensor or its own camera). Once a given headset validates, it may thensend confirmation back to the other headset that it has validated amatch and may also report the validation to a third party such as theservice described above so that the third party can record theelectronic interaction as being validated by each headset and thenfacilitate the electronic interaction between the two users/headsets.The electronic interaction may also be recorded at each respectiveheadset once validated by both headsets.

Additionally or alternatively, yet another way in which the electronicinteraction may be recorded is for each headset to send the image andother data as described above in encrypted form to the third partyservice itself (e.g., using the public key for the service), along witha digital signature created using the private key for the respectiveuser/headset that sends the data. The service may then decrypt the datausing its own private key and validate the digital signature using thesending headset's public key. The service may then validate that bothsets of data indicate the same physical interaction similar to asindicated in the paragraph immediately above. Once validated, theservice may then facilitate the electronic interaction through itself orprovide a message to each headset indicating that the service hasvalidated the electronic interaction so that the headsets may thencomplete the electronic interaction amongst themselves. Last, note inrelation to this example that in some embodiments one-time encryptionkeys may be used as another way to provide secure communication.

Now in reference to FIG. 6, it shows an example GUI 600 that may bepresented for configuring settings of a device or software applicationundertaking present principles. For instance, the GUI 600 may bepresented on the heads-up display of a given user's headset to configurea software application stored on the headset for undertaking presentprinciples in conjunction with a server as described herein. The GUI 600may include a first option 602 that is selectable by directing touch orcursor input to check box 604 to enable the headset/application toperform authentication via a physical interaction between users. Forinstance, the option 602 may be selected to enable the headset toundertake the logic of FIG. 5 in whole or in part.

The GUI 600 may also include a setting 606 for a user to select aparticular predefined gesture as a gesture to be recognized from camerainput in order to perform authentication as described herein. Respectivecheck boxes 608 are shown, with each one being selectable to select theadjacent predefined gesture. As shown in FIG. 6, a handshake gesture 610may be selected, as well as a high-five gesture 612 and a fist-bumpgesture 614. An “other” selector 616 may also be selected, which maycause another GUI to be presented at which a user may specify stillother predefined gestures other than the ones indicated on the GUI 600.

It may now be appreciated that present principles provide for a way tocreate evidence and authentication of a digital/electronic interactionbetween two or more parties to the digital interaction using the triggerof a physical interaction between the users. This in turn may improvethe functionality and ease of use of a device used to perform thedigital interaction in an intuitive way for the average person withoutthe use of a complex password or a series of annoying GUIs.

It will be appreciated that whilst present principals have beendescribed with reference to some example embodiments, these are notintended to be limiting, and that various alternative arrangements maybe used to implement the subject matter claimed herein.

What is claimed is:
 1. A device, comprising: at least one processor; atleast one computer storage with instructions executable by the at leastone processor to: receive at least a first image from a first camera andreceive at least a second image from a second camera; receivetime-related metadata for the first image and the second image; based onthe first and second images, identify a gesture performed between afirst user and a second user; and perform authentication based on theidentification of the gesture and based on the time-related metadata. 2.The device of claim 1, wherein the instructions are executable by the atleast one processor to: identify the gesture performed between the firstuser and the second user at least in part by identifying a gestureindicated in both the first image and the second image and performingauthentication based at least in part on identifying the first andsecond images as both being generated at a particular time that isindicated in the time-related metadata.
 3. The device of claim 1,wherein the instructions are executable by the at least one processorto: identify the gesture performed between the first user and the seconduser at least in part by identifying a gesture indicated in both thefirst image and the second image and performing authentication based atleast in part on identifying the first and second images as both beinggenerated within a threshold time of each other as indicated in thetime-related metadata.
 4. The device of claim 1, wherein theinstructions are executable by the at least one processor to: performauthentication at least in part by identifying the first image and thesecond image as being generated at a same location.
 5. The device ofclaim 1, wherein the instructions are executable by the at least oneprocessor to: perform authentication at least in part by identifying thefirst image and the second image as being generated by respectivedevices while within a distance of each other.
 6. The device of claim 1,wherein the instructions are executable by the at least one processorto: perform authentication at least in part by identifying the firstimage and the second images as showing a same physical interactionbetween the first and second users from different angles.
 7. The deviceof claim 6, wherein the physical interaction comprises a handshakebetween the first user and the second user.
 8. The device of claim 6,wherein the physical interaction comprises a high-five between the firstuser and the second user.
 9. The device of claim 1, wherein theauthentication is in relation to exchange of a digital asset.
 10. Thedevice of claim 1, wherein the device is a first device comprising aserver, wherein the server is configured to communicate with a seconddevice associated with the first user and from which the first image isreceived, and wherein the server is configured to communicate with athird device associated with the second user and from which the secondimage is received.
 11. The device of claim 1, wherein the devicecomprises a headset.
 12. A computer-implemented method, comprising:receiving a first set of images from a first camera and a second set ofimages from a second camera; based on the first set of images,identifying a physical interaction between a first user and a seconduser; based on the second set of images, identifying the physicalinteraction between the first user and the second user; and based onidentifying the physical interaction based on both the first set ofimages and the second set of images, authenticating an electronicinteraction between the first user and the second user.
 13. The methodof claim 12, wherein the physical interaction is identified based onidentification of a gesture from both the first set of images and thesecond set of images and based on identification of the first and secondsets of images being generated at least within a threshold distance ofeach other within a threshold time of each other.
 14. The method ofclaim 12, wherein the electronic interaction pertains to passing controlof a digital asset.
 15. The method of claim 14, wherein the digitalasset is a video game.
 16. The method of claim 12, comprising:identifying the electronic interaction at least in part by performingspeech recognition using an audio stream of the first user and thesecond user speaking.
 17. An apparatus, comprising: at least onecomputer memory that is not a transitory signal and that comprisesinstructions executable by at least one processor to: identify aphysical interaction between a first user and a second user, thephysical interaction being identified based on data from two differentdevices each imaging the physical interaction; and based on theidentification, authenticate a digital interaction between the firstuser and the second user, wherein the data comprises images from each ofthe two different devices.
 18. The apparatus of claim 17, wherein theinstructions are executable by the at least one processor to: receiveaudio data and identify the digital interaction based on the audio data.